MegaMek Discussion Board
New Map Hex Images - Printable Version

+- MegaMek Discussion Board (https://forum.megamek.org)
+-- Forum: General Category (https://forum.megamek.org/forumdisplay.php?fid=3)
+--- Forum: User Creations (https://forum.megamek.org/forumdisplay.php?fid=11)
+--- Thread: New Map Hex Images (/showthread.php?tid=2111)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15


Re: New Map Hex Images - SirMegaV - 04-04-2016

Current existing designs and auto generated maps uses a combination of both, merging them together. If you use it that way, the generated roads won't fit properly.


Re: New Map Hex Images - BLOODWOLF - 04-04-2016

Hmmm ok well if its anything like all the other images I've been messing with I could type in a new super * "road:3:00-63" "" "SirMegaV/roads00-63" and just play with it till I can get it working.  I wanna try they might even implement it Tongue


Re: New Map Hex Images - SirMegaV - 04-05-2016

I'll be sticking with "road:1:00;fluff:XXXX" since "road:2" onward might be removed in the future. Have fun creating a great map with those highways.

Btw, love your snow trees.


Re: New Map Hex Images - SirMegaV - 04-05-2016

Updated road series (new different road type connections + changes to reduced animations/size)


Re: New Map Hex Images - BLOODWOLF - 04-06-2016

Im starting to see how as you stated earlier these road would need to be under their own "theme" and the map built by hand.  I know in the .tilesets the images are all ordered as to what will be drawn first and can be manipulated order-wise.  If there was code (for the random terrain generator) for the autolinker to use one image instead of the other then these could all work with the original images as well and possible hook up to dirt/gravel roads, railroad crossings, etc.

Example:  MM lays down a four lane road and then rolls(or however it decides) to lay down a two lane connected to the previous road.  Would need to know [if * "four-lane.png" into * "two-lane.png"; use * "4to2_merge03.png"] or some kind of logic and we can just make the images.

How does the building auto-linker know to change the images when two similar buildings are placed next to each other and it switches to the hexes/light/..... images?


Re: New Map Hex Images - SirMegaV - 04-06-2016

I think it is possible, but it is a very very low priority upgrade.


Re: New Map Hex Images - SirMegaV - 04-11-2016

Bridges Set

Edit:

Light - Wooden Bridge
Medium - Stone Bridge
Heavy - Normal Bridge
Reinforced - Normal with Extra Pillars



Re: New Map Hex Images - SirMegaV - 05-11-2016

Parking Lot System and sample tileset file.


Re: New Map Hex Images - SirMegaV - 06-11-2016

Heavy Buildings Set




Re: New Map Hex Images - SirMegaV - 06-16-2016

3 sets of Light Standard Building - Zinc Roof




Re: New Map Hex Images - SirMegaV - 06-18-2016

3 sets of medium buildings - tile roof


Re: New Map Hex Images - SirMegaV - 06-20-2016

Redoing Light Building Set using 'less painful to the eyes' texture.
Redoing Medium Bridge Set, hate the previous work.




Re: New Map Hex Images - SirMegaV - 06-20-2016

All the image files posted.


Re: New Map Hex Images - SirMegaV - 06-24-2016

Expended double lane roads with these x 12.




Re: New Map Hex Images - SirMegaV - 06-29-2016

Added 34 images for heavy bridge to make heavy bridge intersection.



Re: New Map Hex Images - SirMegaV - 06-29-2016

Added 34 images for reinforced bridge to make reinforced bridge intersection.



Re: New Map Hex Images - SirMegaV - 06-30-2016

Added 18 new heavy bridge image.



Re: New Map Hex Images - SirMegaV - 06-30-2016

Added 18 new reinforced bridge image.



Re: New Map Hex Images - SirMegaV - 07-01-2016

Added 30 new single lane heavy bridge exits.



Re: New Map Hex Images - SirMegaV - 07-01-2016

Added 30 new single lane reinforced bridge exits.